
Dino Delivery is a third person adventure/puzzle game about a boy and his dinosaur best friend and their quest to recover the lost mail of their town.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English**languages with full audio support
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
it is a dinosaur game. why are you looking at the comments? on god man i played it i died it makes me so happy fr fr. the plost twist at the end i gasped IN SPANISH. like? the visuals, the story, the DRAMAAAAA!!!! the mayor sus af the whole time smh. in my opinion if they fix some minor bugs id even pay money for it. very cool game for free. took me about 2 hours to play through it but it probably takes a little longer if you wanna 100% it. that old wizard man tho...... my stardew valley fantasies coming true here..... 8/10
Cute game, longer than I thought, the mechanics are pretty difficult but the tutorial is detailed
Can't save...no instructions..you must have a 2nd grade reading level
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
☀️
I really like the game. The story of "letters get scattered, get and deliver them" makes a good frame for the things you do. There is also some additional story. The controls can feel a little tanky, but you get used to it - some reviews think the controls are unplayable, but i dont agree with that. I did not encounter any bugs or saw any major frame rate drops (i5 8400 and GTX 1060). The game looks cute and the environment does feel filled - no empty or copied areas, all dinos have some movement like eating grass etc. The game seems to have no option to save - but the game can easily be finished in less than 2 hours. The game warns you at a storypoint right before the ending to do everything else before you do the last part of the story - i accidentally clicked the interaction to end the story (i was warned and therfore thats my fault). I will play the game a second time to find all of the letters and trinkets. I would recommend this game, even if it would cost a few Euros. But its free! Try it!
Great game for kids this one is a keeper. Download it now.
Not my style of game but cute game.
absolute trash. I sincerely hope everybody in the credits (except artists and voice people who have nothing to do directly with gamedev) failed the course and they'll never try to make another game ever again. there were a lot of them too, it's not somebody's solo project. what a great class this must've been. as proudly stated on the store page and on startup, no kb/m support in a pc game, and sure enough, the mouse does nothing but arrows work in the menus. sort of. you can go up/down but instead of left/right to change something, gotta press enter or 'e' a billion times to cycle through all the options. and [b]there is NO WAY to come back from the settings menu without a controller[/b]. ♥♥♥♥ me for wanting to lower the volume, right? there's also a windowed mode and texture and shadow quality settings, but can't turn motion blur off, so people with motion sickness can move on. as should everybody else. nothing's rebindable, of course, and only lazy controller prompts everywhere because these suckers have never seen a keyboard or mouse. maybe the game is so abysmal because it was made with a controller. so I tried all the keys, that's how I found 'e' as an alternative to enter, then had to alt+f4 just to get back to the main menu next time. I normally would've stopped at this point but I was curious how low they can go. and boy they're good at sinking. performance is terrible, no x/y axis flips (would need both), so camera controls are unbearable. with the mouse, interestingly enough. somebody must've found one lying around while ♥♥♥♥♥♥♥♥ this mess out at school. only wasd for movement, non-qwerty people can also move on, as arrows are used for whistling or something. so I walked around a bit, found a letter, pressed 'e' (instead of 'x' on the controller I don't have) to open it, and again had to alt+f4 because see above, no key mapped to back/return/exit. and no, I still didn't give up, just ignored the letter next time. dialog starts with an annoying typewriter effect but pressing 'e' once somehow turns all of it instant. weird but seen worse. only random noises occasionally, no constant gibberish, nor full voiceovers. a lady told me to get on a dino to scare some others away but I got completely stuck between it and the fence it was standing next to. tried a few more keys and I somehow found myself on top of it after all. turns out, 'r' is for that purpose but I couldn't find 'left trigger' on my keyboard to scare the dinos, so I gave up that time. which is just as well, as [b]there is absolutely no saving[/b], so would have to do all of it in one go, but without a controller it's literally impossible. they can truly ♥♥♥♥ off. like I said before, it's cool that digipen puts student projects on steam, but they should curate them better. or how about teaching your ♥♥♥♥♥♥♥ students basic game design and common sense first? these guys should've never passed whatever class they signed up for. or maybe digipen is trying to balance things out by offering examples to follow and avoid, which would be fine and very educational, actually, but then say so on the store page. though no kb/m support screams incompetence already, so I guess it's good enough and I normally mark such games as ignored immediately. anybody involved with this project (teachers too) might want to skim this here guide I put together a while ago: https://steamcommunity.com/sharedfiles/filedetails/?id=3329695276
I began my quest by walking to GameStop to pick up an Xbox controller, since I've arrived at an impasse with the school's shortsighted controller principles upon reading about grandpa's coelacanth casserole and seemingly being unable to exit this user interface without a proper "B" button. With my controller acquired and my word count inflated, I finished reading grandpa's letter and headed outside. What awaited me was chaos in more ways than one. Putting aside the handful of incidents where Pip and/or Parcel would get trapped inside a rock or building, the controls have a lack of coordination; rather than taking advantage of the controller's properties, the two sticks are at odds with each other. Where one controls acceleration and turning, the other controls the camera with a much quicker speed, and it turns out that turning the camera also turns Parcel, leaving the left stick's yaw to be a nuisance. Parcel is incapable of jumping with instantaneous momentum, which seemed to cause most of my geometry entanglements as I leaped into crevices that prevented me from jumping back out. The game is without question a Land-centered experience; there are a number of different regions as well as markers calling out the distinction of those regions with a directed camera towards the points of interest. The momentary discovery is clumsy by comparison, with the trinkets not feeling like they have enough to them, and the letters feeling like they overdo it; that is, I don't feel like much of a hero for reading people's mail before delivering it... As for delivery, characters' mailboxes all look identical and there's not a whole lot to distinguish the homes themselves aside from their relative position, turning a completionist challenge into a trespassing chore. A good Land game is difficult to achieve, because the level of mechanical craft for them has had such high standards for nearly 30 years. Nintendo's icons were in large part cemented by their introduction of 3d control to the world. Even while it was just beginning, the fundamental design elements of Character, Camera, and Control were deeply considered between 3d games; Link wasn't provided with a jump button until very recently, where meanwhile it is Mario's most versatile input and has struggled to keep up with itself since then. As for more recent Land games, Death Stranding shares all of your concept and none of your tone, which is potentially to your advantage if provided some narrative polish, since the selfless deliveries of Sam Porter Bridges are at times undercut by the world's self-obsessed post-apocalyptic nihilism. Dino Delivery gets a C for Cambrian, A Little Too Early.
i have air striked the local population by use of red berries. the narrator sounds good.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.